Long long time ago a Cleric of Gorum has met his fate to early in one of my campaigns. With no means to resusrect him, his ulfen comrades burned his body and sent him to Valhalla. Unfortunately he never arrived there. He had straied from the right path one to many times. Pharasma denied him entrance to the elysium and his soul was damned to wander the fires of hell, but not for all eternity. One of his former companions gained unbelievable power by serving baba yaga and has rescued his Soul from the tortures off hell.
I like it alot. It s thematic and flavourfull. But I do find the rage power progression abit to good. I would lower it to a rage power every 4 levels, starting at 8th, but you probably have a build in mind, so starting at 6th wouldn t brake the whole game. Greater rage could also be removed if the DM has balance concerns
Yea I m thinking of a Hydrokineticist so I can add slick to the blasts to add our frontline to do sneak damage.
The details I have to figure out later, I m on holidays and don t have the book with me. The information on the d20pfsrd site is very limited.
Thanks everyone for their suggestions so far. I ve looked at the Psychic and couldn t find anything that would mash well with water. ok airbubble is in it s spelllist but on the other side I couldn t find much dmg.
Kineticist it shall be: Any suggestions on the build? What are feats or abilitys I must have?
Hi. There are so many classes I still want to play in Pathfinder but none fits into this setting.
Currently I have a witch and an oracle so I rather not play those. I m also not so keen on a bard, altough the party could certainly do with one. What I m looking for is a full caster, that can also handle and support others in aquatic encounters, has some decent skills and while I want to prioretise on battlefield control he must also be able to deal some nasty dmg.
What class and archetype would you recommend?
I agree, I wouldn t spend a feat on a weapon proficiency. If you do atleast get something cool and exotic like a falcata or fauchard.
Oracle s don t have to be life to be great supporters. Most of their Mysteries are actualy pretty frontline focused. Battle or iron give you easy access to heavy armor and better weapons. I would suggest making a spirit guide archetype to expand the spell selection and make her really versatile on a day to day basis. If she feels the group needs more heals she can take life from the shaman side and will receive channel at lvl 7. If she wants to blast one morning, she can wake up and pick up flames or if she wants to be more frontline battle has some really good hexes. She would loose alot of revelations, but those you can pick up with extra revelation or even items later on.
life link basecly forces you to heal yourself every odd round, which is counter productiv. If you have that many channels and can use it as move action, there is no reason to take life link. Life link makes sense for a very short period of the game, where it enables you to not have to heal allies, because you keep their hp up by taking some dmg off them. But after lvl 6 channel and life link are just not enough to keep someone up who s taking 60-80 dmg a round. That s when crowd control, shield other and single target heals become essential.
By cure spells I didn t mean heals, but cure disease, poison, lesser restoration, remove curse and such. They are essentials for a support character and will occupy alot of your spell slots.
You ll need the druid to help you out with some of the remove spells, else your list will be very limited. That s why I say it makes no sense to go double life. You need those extra spells known from the spirit guide, it s the whole reason you take the archetype. As a spontaneous caster your spell selection is extremely limited and expanding it is what s gona give you the power. You ll have plenty of spells and heals to throw around but what you lack is versatility and that s what makes the spirit guide one of the best archetypes for oracles. What i don t like about life link is that it makes it basic necessary to heal 2 people every round, yourself and the person being hit by the big mob. While alot of the healing is wasted on people who aren t really in danger. Shield other makes it so that you don t always have to run to the frontline everytime your tank is being hit. You re absorbing enough dmg that he ll stay alive for another round and you can do something else then channel every round. Which is a really bad use of your actions. I just feel you re pumping all your ressources into channeling. Your making yourself a healbot.
Hello, I play a lvl 9 assimar life oracle spirit guide battle/fire. I would never go double life. You loose your revelations and the best part of spirit guide, the extra spells, for some extra channels...I have quick channeling and 6 uses a day of channel which is plenty. Normaly I use 2 quickened ones and 2 normal. Channeling really isn t that powerfull that you build a whole character around it. You ll have plenty of low lvl spells to heal out of combat and channeling does fall behind the big hits of enemies.
I really dislike the disconnection of the different books, all of them playing in different areas. So I had the idea to move this whole Iobara story back to Irrisen into the nordwest of Bleakmarch, where the 3 borders meet of Land of Linnorn Kings, Urjuk and Irrisen. The 3 Statues will be overseeing the different lands and are a protection for when Kostchtchie comes back for revenge.
PLOTS:
The closest town is Belila. Two years ago a treachorous cleric from Iobara arived there and has converted most of the population to her demonic Cult of Sifkesh. Minesqa Rovoyosh (the cleric) goal are to find the vault of Silver and Ice where the ghost of a former cleric of Desna Inkit Reli haunts the place. According to legends in this vault a deamon called Filth is trapped, should he brake free it will release the full power of Chill bane and the disease will once again be deadly. The area of Urjuk is home to many frost giants, from where the threat of Vsevolod could be comming from. According to legends Jarl Ceszac helped Baba Jaga with the conquest of the Linnorn Kingdoms. After never beeing satisfied with the rewards he s recieved for his acchievements Baba Jaga grew tired of him and made him into a skeletal champion doomed to live forever in his keep, Giants Fist which is now haunted by undead, shadows and even a white dragon ravener. This information is from the Irrisen Land of winter book. I will also be including information from Hagreach from the land of Linnorn Kings book as soon as it arrives. Does anyone know of additional information and ressources about this area, that connects to Baba Jaga? ALso I m struggling to put a plot together where I can incorporate Kostchtchie, Jarl Ceszac, Ratibor and other warlords into a fine story. My problem is that so far all seem to be former allies of Baba Jaga. But I would like for one or two to be Ulfs. Would you spinn a story where Ratibor was a sucessfull or treacherous Ulf general?
Cory Stafford 29 wrote: Changing the exemplar's song into a skald's song is getting into homebrew territory. Quite frankly, exemplar doesn't really seem to fit Pwent. He inspires by rushing into combat and shredding enemies, not singing or shouting commands. I would go standard brawler or mutagenic mauler for a good gutbuster nova round a day. You'll also want extra rage in there somewhere too. You re right, chanting is not Pwents thing. The DM never asked me to build Pwent, I just used him as an example to describe what I was trying to acchieve. The DM asked me to build a troop of dwarf Bloodragers and one commander for them, inspired by the story of the gutbusters.The subordinates were easy to build because of the few feats they had, but my lack of knowledge with highlevel grappling feats led me to make this thread, to get advice what feats a lvl 8 grappler would need. I appologize for missleading you by asking for pwent.
Thank you very much for everyone s input. The once a day restriction of the Mutagen has caused some serious doubts, so I ve done my first draft with my original idea: 1 lvl of Armored Hulk barbarian, rest Brawler. His subordinates are lvl 3, build:
For Thibbledorf I went the Exemplar route, because it feels more like a leader rallying his troups around him, shouting tactics and singing... I can t recall the gutbusters singing but we needed more rage rounds for them, so we ve changed the Exemplars song into a skalds rage song adding another 7 rounds to the 8 they all had before. Thibbledorf lvl 8 (1 Armored Hulk, 7 Exemplar Brwaler)
Now I m not unhappy with this build but I feel it has big room for improvement. I am gratefull for any suggestions
Imbicatus and Dave are on to something. The Gutbusters, how his troops are called, are known for drinking a horrible brew before the battle and then fly into rage. Mutagen certainly is similar enough to rage for it to be a valid raplacement. What I don t want to do is stack Mutagen and rage, because I think it s a pretty broken combination and since they are NSC s they shouldn t take the spotlight from us PC s.
But where I really need help is with the grapple feats. Can someone list the essentials and at which levels to take them? I feel I can t decide if I go the standart brawler or Mutagenic route before I know what feats are needed.
Serum wrote:
Thank you very much Serum for crunching the numbers and pointing out my misstakes. He ll have the trait Shieldtrained, so the heavy spiked shield counts as light weapon. Final numbers for a enlarged fullattack should look like this: (18str, 12 dex) TWF+PA: mwk warhammer +10/+5 (2d6+12), +2 spiked heavy shield +13 (1d8+12)TWF: mwk warhammer +12/+7 (2d6+8), +2 spiked heavy shield +15 (1d8+8) I m actually not sure if the loss of accuracy would make up for the dmg gained, but then i had a idea: Does a witchguard ranger who receives arcane spells from the witch patron qualify for arcane strike? I can also just give him something that helps his survivability.
Ectar wrote:
I agree and I ve come to the conclusion that I m just gona replace the Ice Golem with the witchguard. The Golem adds very little to this encounter and the npc is highly optimized against the PC group. He ll not have PC wealth, armor for 150 gold, masterwork hammer, cure serious wound potion and what I m still debating is if I give him a +2 or +1 shield. He s got shieldmaster and none of the pc s uses a shield, it would be well placed on him. What makes the duegar such a deadly foe is that he s got fav. enemy humans and the whole frontline of the pc group are wikings. Enlarged he ll attack with: +13/+8 Hammer 2w6+8, +1Shield +14 w6+7 with a full attack. I still have 2 feats open with him and I m open to any suggestions. So far I gave him: 1. imp shield bash, 2. two weap fighting, 3. empty, 5. empty, 6. Shield Master. I am leaning towards combat expertise and improved trip to show the warpriest how evil it is to constantly knock someone down but I think it s abit much for this encounter. On the other side I worry abit that powerattack will deal to much dmg. saving shield is one I d like but then I can t decide on the last one, I d like something that increases his CMD vs trip, enlarged he s got CMD 23. Any suggestions?
Hi, if you don t know who he is, here s a link: Thibbledorf. My DM has asked me to build a old D&D style Dwarfen Battlerager lvl 6(pls include progression to lvl 8), he leads a squad of lvl 3 armorspike covered dwarfs who focus on grapple.
Now for their leader I am really struggling. First I never played or built a grappler and I m finding it hard to find the right order for grapple feats. Most of them seem to start beeing available at lvl 6.
I need some advice on the endencounter of this book the fight against Nazhema. My party consists of 5 people with an equivalent of a 22 point buy, they have spent most their feats offensivly and I am worried this will be an anti climatic fight so I stole someones suggestion to add a witchguard as Nazhemas bodyguard. He ll be a Duegar ranger (sword nd board) with Humans as favourite enemys. This fits the background story of the fighter who was enslaved by duegars and is a great counter vs the trip focused warpriest who is a pain in the ...
Can this group handle the Ice Golem, a 6th lvl witch guard+ Nazhema and the summoned Imp? My plan is for the duegar to block the passage, Nazhema to cast Icestorm (no chance of casting summon monster first, with the ranger and sorceror around) the ice golem should burrow his way into the backline which have their sight blocked by the storm. This should give Nazhema enough time to survive the first rounds and get some nasty spells off.
edited: one question I still have, how high can Nazhema fly under the tree roof?
Waldham wrote: Nobody ? I am sorry, I cannot help you with your questions, but have some of my own. The encounters with the Dawnpipers seem awfull easy, but could be very funny because they have alot of CC but hardly any dmg. My party consists of 5 PC s with a 22 point buy equivalent. I am just worried that these encounters will be ended very quickly without giving the pipers the chance to act.
Dawnpiper encounter buffing: The obvious weak point is that a whole group will all be targeting the piper and it will struggle to get any action off. The Spriggan with the Water encounter will do very little to draw some focus fire.
1st idea, was to make the Aura permanent, so as soon as the pc s move into range(maybe reduce it) they ll have to do a safe or get blinded. 2nd I was thinking of giving the Elemental sources(shrine) it s own action, which consist of the spells that the piper gains from them. example: raising Waterballs for cover, pushing melee s with waterjets, the flying stones grease themselfs randomly, after they opened the murderpit below them. 3rd I was thinking of adding the redcap fey(CR7) at the end of the book to the earth or wind shrine, the creature is to greaT to not be used... is this a too strong upgrade of the piper encounters? Should I use the redcap on it s own, if the party does retreat from the marketplace refill their ressources, before they go the final encounter?
Wow john That are some crazy numbers, but I also think that your group likes to optimize. I know how broken the foe biter and mythic vital strike are and will not consider them an option. mythic eldritch heritage is also a very good return, I would actualy love to have nanite on one of my melee characters.
But what really got my attention is the rager pet soloing a balor. How did it manage that? What feats are there to buff an animal companion so it stays competitive in a mythic game? I am very confident that our dm will not make the effort to rewrite every encounter (he s not always as prepared as i d like). I already had to tell him to max hp of his monsters after he was pretty surprised how we cruised through the first keep. I really fear for this game, because I love the story and my char but worry that we re gona brake the game.
Then I am convinced you ll enjoy it. Book 1 and 2 are excellent, I m not sure about book 3, I ve read it twice and still don t completely understand the plot that is going on in the main dungeon. Book 4 is the one i m looking forward to the most with it playing in a distant planet where aliens ride weapon wielding dragons! Book 5 is where I have my biggest doubts with it beeing an first world war scenario in russia... I haven t read it yet so I can t realy comment. Worst case scenario I ll just have to write a whole chapter myself.
Dryad Knotwood wrote:
Thank you for that suggestion, that s certainly something to consider. But to be honeat I don t really want to replace mythic with something else. I would love to play with mythic if it wouldn t brake the game. I think I want to prove it to the people at our table that it s possible to keep it challenging and still have fun.
So far i don t feel like i am beeing carried. I already have 20 strenght without any items or buffs at lvl 6. The sword is already +2 and will keep progressing. Until now I ve been the highest damage dealer in the group but the inquisitor will certainly overtake me soon, by shooting loads of holy bane arrows every round. Until now I ve been the main tank, putting my body between hits destined for other people in crucial moments with the suicidal trait. My Lay on hands heals 3w6 +11 on myself and if I drop below 0 hero s defiance goes off for 4w6+13. Saves are obviously good as a paladin, do I really need more for this adventure? If I look at any of my other characters, they are gimps compared to this paladin at the same level. Obviously I don t know what lies ahead, but are you all convinced I ll struggle without more mythic tiers?
From what i ve read in several threads, is that the mythic rules destroied peoples joy with this ap and they stoped at around lvl 12 because they ve been rofl stomping all the encounters. I don t want to contribute to something that s ruining the game. I am a dm myself and hate anti climatiq fights. As a player I always try to balance my characters offense and defense, or just play a support char, because longer fights make for more epic encounters. There s little that frustrates me more then boss fights that last for 2 rounds. To my own suprise I chose the mount as divine bond for my paladin because I already got a magic weapon that progresses while leveling up. Cant remember the name of the sword. I also read that this was one of the rare Ap s where not alot of encounters are indoors so a mount could be usefull. And when i saw the mythic power of mounted maniac that allows an aoe fear on charge, i went for it. My character is a tiefling with the ancestral scorn racial feat, so the fear effect also sickens or even nauseteas evil outsiders. I just feel I have all the essentials for my build. Fey foundling, tiefling racial, mythic power attack. All the rest will just be extra gravy to intimidate better or crit on more dice rolls. I don t wanna be superman who squashes deamons between his toes. I rather be the beacon of light who struggles to iluminate the whole cave. My survivability is good with hero s defiance as o shit button. Why would i contribute to ruining a nice game with an epic story by trivializing all the encounters? I want to stop at tier one because that is before you can add a extra standart to your fullround action. Which imho is where it starts to go overboard
I m running this ap and we are about to finish book 2. I m not sure I would choose this Ap for someone new to Pathfinder. The main reason is actualy not a negative one and basicly the main reason why I love this ap. The monsters you encounter here are prety special and a welcome change from the orcs and undead you normaly face at low levels in regular dnd and pf modules. Instead here you fight against fey creatures, winterwolves and unique stuff like an ofen who used to be able to fly and carry a witch around. Plenty of dragons and witches are also common bosses, just make sure to add some small mobs to these end encounters or they will feel pretty unepic with a whole group focus firing on your boss.
Hello I m playing a Paladin of Iomedea in Wotr and I ve read all about how Mythic rules ruin the game and how encounters end to quickly etc. I ve talked to the DM that he should slow our progress down etc but I can t change his mind. He s always been very lenient and generous, we all roled pretty high stats and he even allows 3rd party material etc. We are now 6th lvl and 1st Mythic tier and from now on I want to refuse Mythic tiers, just keep my pala at Mythic 1. He s a powerfull character and I m pretty content with what he s got so far, fighting with sword and board and intimidating when I charge foes on my mount. The only thing I am concerned with is the survivability of my axebeak and I might ask the dm to give it one of my mythic tiers, but not more then one. Would it be possibel to complete this adventure path with just one mythic tier? Do you think I ll start regreting my decision later on? How should I explain my decision in game. I was thinking of spinning the story how this deamon cursed land is affecting my commrades, that the hunger for more power is something evil that the deamons have awakened us, that the source of power, the wardstones should not be depleted more. I m gratefull for any other original ideas
I have a lvl 9 live Oracle and I wouldn t want to miss on quick channel, it s his best feat. Action economy is so important. You re now at the stage where you can t keep up with healing the dmg that is beeing thrown around every round with channels, so being able to cast and channel in the same round is prety essential. Not primarely heals, but buffs and cc.
I see the main problem in short fights beeing to high dmg output. Low point buy can help with this, but players tend to sacrifice secondary attributes more, which does not remove the issue at hand. The best way is for the players to adress it, themselfs by not focusing their characters purely on dmg. I normaly play support characters, or if i play melee I usualy have a shield equiped, it just drags the fights out and makes for more interesting battles.
An other possible way, which I introduced in my campaign after dropping 3/4 of the party below 0, with just one bloodrager of their lvl. Is that 2h weapons deal a max of w10 dmg, which helped with the vanilla 2h sword wielding, enlarged melee class. I also nerfed powerattack to always only add +2 dmg per -1 to hit. They are small changes that brought the game in the right direction.
Hello I am no expert with blasting and the usefull metamagic feats but I do know my way around oracles and my lvl 9 one is also able blast with fire, but completely not specialized in it.
To the feats: I think you re focusing alot on the blasting, but your most important role might be to buff and support your group. 1. lvl feat should be divine scion which gives you charisma to initiative ( instead of improved initiative) one metamagic feat I would strongly recommend is reach spell, there are sometimes situations where you don t want to or can t stand next to the group member who needs your support. divine intervention could be a great lvl 11. feat. for the other feats I think your looking at the right ones but I can t tell you the order you should take em.
If you re not alrdy doing this, I think i just found what you want to hear. since you re using a one handed weapon you can easely use an oversized Kukri or falchion with only -2 to attacks.
spend the feat on some utility, your DM probably alrdy hates you for the dmg you dish out, get something that helps you avoid dmg, like divine interception if you re not regurarely running out of spells
You probably are not skilled towards intimidation but since you alrdy meet the prerequisistes, dreadfull carnage could be an interesting option. death or glory would give you +4 +4 against larger foes.
But I get the impression your character is alrdy very good at hitting things reliably and hard, so if I was you, I would look at some utility feat. swift blessing comes to mind. divine interference. nimble moves: can be great if your dm throws alot of difficult terrain at you. tribal scars: +6 hp and extra 5ft movement speed It all depends on what you think your character is missing. warpriests, normaly lack decent initiative, reflex saves, hitpoints.
while this might be an ok option at early lvls you ll regret putting so many points into strenght at around lvl 7 when you have enough spells and focus on supporting the group more and more. You re a full caster and later on will not be able to compete with the dmg any melee character does. Just stick to a crossbow for early lvls for the rounds you have nothing better to do. You ll profit alot more later on from high dexterity. your wisdom is also very low, remember you do not gain additional spells if you raise your wisdom with magic items.
Fruian Thistlefoot wrote:
You sir have alot of good intel. I am looking at other options from the shaman and I do like slum. I ll give heavens another look, I always wanted to make a heavens oracle but tought it revolves around colourspray to much. I ve been mainly using fire for the extra movement because I am lame and make alot of use of 5 ft steps, beeing able to do them into difficult terrain has been extremely usefull. the spell selection has also appealed to me, but like mentioned never found the occasion to use fireball :-(So while traveling outside i normaly use fire, while indoors i ve been using battle for magic vestment, the +2+2 battle ability and some added martial ability. you sold me on divine interfernce, certainly gona be my lvl 11 feat.
Bloodrealm wrote: Why are you so set on heavy armour and weapon feats if you plan on staying back as much as you can? That is a very good question I keep asking myself! probably because of the 18 strenght. I also really like the Battle abilities from the shaman. If I could do the character again I would probably have gone with 16 dex, but I have to say that the first few lvls would have been incredibly boring, where the only usefull spell I had was bless. I had quite some moments with my spear. But with the higher lvls I obviously find myself casting more and more and less in the thick of the battle. bad planning on my part, but I probably would have jumped off a cliff at sandpoint if all I would have done was cast bless, channel and shoot a crossbow.but I am not set on heavy armor proficiency and will probably exchange it for reach spell or a other metamagic feat.
Bloodrealm wrote: I'm pretty sure you're confusing Magical Knack with something else, and Varisian Tattoo requires Spell Focus as a prerequisite. Yes I was confusing it with magical lineage to reduce metamagic cost for 1 spell. yea spell focus is not on my wishlist, I think I might have to opt for Loreseeker or missionary traits if I want to raise casterlevel for some spells. actualy there is few of them and I might jus go with missionary and second chance.
PCScipio wrote:
Blessing of Fervor is certainly on my wish list but I m planning on grabbing it later, was thinking of: freedom of movement, summon monster, oracles vessel (allowing the barbarian to rage cycle) Yes I do use a longspear, combat reflexes is not an option because of my low dex, but the Hex from spirit guide gives me a second attack of opportunity and weapon spec, later on greater weapon focus! main reason I took the archetype plus added spells!!
Vatras wrote:
wow Vatras that is so much good information right there!! I need to follow up one by one. good to know there will be some good armor drops, while I ve been able to stay mostly out of melee, my AC would realy drop by quite abit if using medium armor. I love all the information on metamagic, a department I really lack experience in. Love the advice on metamagic feats.
-I am really hoping my channel does not become useless in combat, I mean I channell with 7d6 (Aasimar fav class bonus)at 9th and could boost it with another 2d6 with a phylactery of positiv channeling which costs 11k and hope to be able to afford one day.
-spells, alot of good info here (thank you)
Hm...while I know it will get hard to get my safe spells to stick, I was hoping that by raising my charisma they would not get obsolete. but thank you for all the info and I hope you come back again to this threat.
thx for your reply. the thing is I have fireball since lvl 6 and I ve never casted it. Just never was the right moment for it, lots of indoor encounters with not that many enemys. So I m kinda reluctantant to put all my eggs in one basket.
I m no expert in pfs, but I am creating a support cleric and I share your views on healing. What I am going for is a Halfling with the helpfull trait, combat reflexes and Bodyguard, which let s you grant your ally +4 on their AC if you re standing in the second row, while wielding a spear.
For the heroism domain you re probably looking at Saranrea or Iomedea, not sure how that fits with the on the run theme. Saranrea gives you the option of good domain or fire if you want to occasionaly blast something with fire.
If you can narrow down your deity and race I can suggest you a build.
Hello In our Rise of the Runelords campaign we just made 9th lvl and our DM is allowing us to retrain feats. Aurelio is a Aasimar Life Oracle of Saranrae with the spirited Guide archetype ( Battle or Fire) for a more diverse and adaptable spell selection. He s the only divine Support class and most off those duties fall on him, altough I was able to convince the Inquisitor to choose prayer and he s now providing this spell. Still the difficulty is to provide the group fast enough with buff spells. The wizzard does cast Haste and the odd bulls strenght while I focus on group buffs and emergency heals ( please don t tell me in combat healing is not needed). We also have a barbarian and warrior who are very dmg focused. My most valued magic item is a Mnemonic vestment that allows me to cast a spell from a scroll once per day as if it was on my spell list. used for scrolls with remove poison or curse etc (essentials I lack as spells) My usual spells are: 1. lvl
2. lvl
3. lvl
4. lvl
I also cast the spirit ability from Battle for +2 +2 So I am trying to get the most out of my action economy and was planning on going the spell perfection route with quick cast but 3 metamagic feats is abit of a steep prerequisite and I m not sure which metamagic feats I would take. Stats:
Feats: 1. Noble Scion +cha to ini
Options I ve been looking at but am not really convinced: -Protective Channel (would free up one round)
Metamagic feats I ve been looking into:
If going the Metamagic route, the goal is to be able to pick up spell perfection at 15th lvl. The focus of this char is to be able to provide the group with the essential buffs as quick as possible, so he then can contribute to the combat with either control or dmg spells, wade into battle with his +3 spear or emergency heal, while quick channels (like a 13th lvl cleric) provide a healthbuffer for the group. what feats or spells am I missing or would you recommend? I am kinda planning up to 15th lvl
Hello I would like some clarification on mounted combat. What I would like to do is able to ignore some opponent who is in the way to charge straight at an enemy who is behind. I play as a paladin, my malus on ride checks is so big I am not taking mounted combat and any of that feat chain.
Is it possible for the mount to do a overrun maneuver on an enemy that is in the way and me attack the opponent who is behind in the same round? I know i ll get hit by an attack of opportunity from the guy who s beeing overrun but if I don t mind that would this work? If not, what are the feats I would need for it?
out of the classes you re considering I would say Paladin is the strongest frontliner. If you have to be in the face of the enemy from round one, like when your party has no other warrior this would be my choice. They really lack feats so you ll probably end up with a big 2 hand weapon(sword) and go to town with powerattack. They are also very selfsustainable with their great safes and lay on hands ability. Warpriest, I just love this class. Many say it isn t that strong but I disagree and found them to scale really well as they lvl. they might not be a top tier class but are really enjoyable because you have all the tools you could hope for. If you want a special build like shieldbashing, dualwielding, greater weapon of the chosen combat, or a good ranged build they provide you with the necessary feats. You can use small and original weapons like a whip or kukris and make a cool build with it. The blessings aren t that bad, like trickery where you can give yourself a mirror image as a move action but most of them will requiere a round to set up. But they should not be your focus, you chose this class for fervor.
Cleric: I would not recommend you to play a cleric as frontliner. while they can certainly hold their own in battle and dish out some good dmg, I just feel you always want to do 2 things cast and whack mobs. You ll not be buffing your group as much, because you re more focused on yourself and after a certain level you ll have so many usefull spells that till you start wading into battle it is alrdy decided. In the end they lack the action economy and feats from the warpriest and selfsustainability from both classes mentioned above. Inquisitor is certainly also a good option and if you don t want to be negleting skills you should go this route. They can easely keep up with dmg from a warpriest. You ll probably end up choosing your deity because of their favourite weapon and you ll have to stick to a build that doesn t relly on to many feats. If you want to make a intimidate build they offer you some great boosts out of the box.
It completely depends on your group composition. If your group has barbarians or fighters in it you ll find yourself fall behind in dmg after a certain lvl. By that time you also have so many spells that you feel your time is better spent buffing the group then yourself. My Oracle has 18 strenght at lvl 7 and I wanted him to be doing dmg with his spear but after the initial 2-3 rounds I am controlling the battlefield and buffing the group I feel it s pointless to start buffing myself to be able to compete with our frontline. You re are a full caster class and while it s certinly great for the first 5 lvls to be able to contribute to the battle with your weapon, after a while you ll start focusing more and more on spells. THis is just my experience as the sole divine casting class in our group. If you have a cleric in the group and not enough frontline then battle is certainly a good option, but if your group mostly relies on you for buffs, I feel alot of those battle abilities are waisted and you re better off mixing in some dmg spells. I ve started using intensified burning hands frequently and the odd fireball, some aoe dmg that my melee centric group really lacks.
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